fewwdragon
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2 NeutralAbout fewwdragon
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I agree kind of ... not about the safe area part but I think having a means for trading would be cool. But it would be cool to make some kind of commodity that can be used as currency if player clans want to set up their own trading areas. I am think something along the lines of bottle caps in fallout. My first thought was cans of beans... but that wouldn't work because they take a slot of inventory each and thus wouldn't make a good currency, then I thought bullets but hopefully bullets become very rare at some point so they also wouldn't make good currency... Zombie ears ;) would make a funny currency. Well my point is instead of making any forced in game trading stuff, it would be nice to have something small that doesn't take up a lot of space that can be used as apocalypse currency. But base building has to come before all that obviously.
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So clothes and gear helps stop melee damage, which makes sense. Do civilian clothes stop/slow projectile damage too? (this wouldn't make sense to me)
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I do and did expect it (kind of at least that first shot scared the crap out of me). But I'm still gonna whine like a baby bout it though :).
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So last night, I was wondering fairly aimlessly well most south/ south west along the cost. I am still trying to get use to landmarks and navigation. This was a very low population server ~5-6 players. I encountered another players near a gas station after leaving a city. I wave and try to look non threatening. That player starts to sit down and I see another player running up on me I figure I'm screwed so I start to run they both pull their mosins out. and I ready my splitting axe... I turn around and they are aiming at me first shot misses and I charge them I'm ducking and weaving and I actually make it up to one of my attackers and I seem to get a solid hit on the shoulder (sound effects and visual effects) but no blood effects. My question is wouldn't this cause damage at least bleeding? does a splitting axe take a few hits against a person? Zombies it takes ~ two hits. I was hoping to some how make it thru the fight ha ha. Additionally, I am curious why they handcuffed me after I was shot a few times and crawling only to cap me a second later? Is there some game reason behind that or is it just personality? And you guys are jerks for kos someone in such a low pop sever...(Waaa Waaa;))
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I agree...I was walking down steps must of missed a step or something broke my leg (lol) decided not to bother looking for sticks then climbed up one of those cranes and crawled off ;).
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Oh okay I was thinking 2000 ish . I know there isn't a lot of story but there is some. It's mostly up to the players to fill in the blanks but I think having a time frame is pretty important detail.
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I'm trying to get into the immersion and back drop of day z. Is there any timeframe day z is suppose to be set in? How long after the outbreak do you think it is? I am thinking years (due to all the glass being broken and the levels of rust and disarray).... Which make certain elements fall flat for me. One there should be no fruit (rotten or otherwise) in the game unless it was in trees. ( I know alpha and what not ...).. I think some timeframe for the back drop would be very useful for my mindset about the game. I get it mechanics first then story but knowing some of the story helps me think about which mechanics I feel strongly about.
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I really like this idea. I see what others are saying about immersion and the like but some kind of player identity while not super realistic should be included. I think it encourages the story element. I killed 100 zombies before meeting my end... . I am legend or I killed a legend. I ridded the world of a bandit. I think these are good story elements I think it also adds a human element and not just a gamey element. It makes our generic lives some distinction. For immersion lets say there are only 40 survivors in all of the region. You would probably be able to start recognizing who they were and you would know their stories to a point after some time. And if you never met the person you would know they were expert survivors ... I know my logic isn't perfect but I think it's a gamey element that makes the game play more interesting and story driven. At the end of the day I know its a game and I can give up some immersion for some game. Finally, this doesn't make the game another death match game because these are (in my mind) story elements not purely statistical elements. I think the information should be available to you on death and any one looting your body. I don't think it should be collectable though my first thought was for the ears because I think there should be a way to hunt down a player that killed you in a past life.
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I don't understand the bambi knife fest. Why would a fresh player kill other fresh players they don't have any gear is this something that happens a lot? I played for the first time last night with a large population and another newly spawn character started attacking me ... so I ran away. No issue there but I don't understand the reasoning why bambi attack one another?
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A few thoughts the hunter/combat knife/kitchen/survival knife can probably should have similar damage they are all long fixed blade knifes. The only difference is speed and durability, the blood grove present in the combat style knives so maybe it would just be faster to swing (assuming stabbing not slashing) the kitchen knife should wear very quickly like one grade for each kill. I would ditch the survival knife idea, unless it could also be a one slot container. Or included a compass which work very well how you mentioned to hold the blade. I think the small pocket knife should be very quick, very low damage and should be abundant along with the kitchen knife.
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The knife has been the utility tool since they were invented. Yes I agree you could do all these things with a knife but I would assume that doing any of these things would wear a knife quickly. I sharpen my knife frequently and I rarely use it. So maybe they shouldn't be starting equipment (still think a small pocket knife makes more sense than a flashlight which just feels gamey) but ... they should be every were and I know it's been discussed at length other places but not being able to open a can feels like an artificial limit of a game... if you were hungry you would open that can.
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So i am very new and just trying to learn the map i avoid every survivor i see but while looting another survivor found me. it was in a bigger city. so this is really the first one i met up close didnt know how to act. he had nothing on him so i figured he just spawned. i dropped a can of tuna and tried to run away... he followed and was punching at me ... so he got axed. then shortly after i fall 6 ft to my death and he was avenged .
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fewwdragon started following Your first murder
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Hey. I am brand new to day z. I 've been playing about a week, the can opener topic really bothers me for two reason one my first life I died due to starvation even though I had 5 cans of food, and two because I always have a knife on me (irl)... So this brings me to my suggestion all players should start with a knife. Having a good knife would be the very first thing I would do as a survivor, knives in the real world are so abundant that ever house would have some kind of sharp knife, there is no reason I should have to look for one. The suggested starting knife could be a pocketknife or a worn kitchen knife (since it's already in the game). It doesn't make sense to me that flashlights are trivial abundant but knives aren't.